The Speculative and Surrealist Origins of Spanish Modernism
Ángeles Santos’s painting, Un mundo [A World](1929), is a large surrealist composition one may easily miss if one is too eager to reach Pablo Picasso’s Guernica (1937) in Madrid’s Reina Sofia Museum. In 1929, at the age of seventeen, Santos presented Un mundo at the Ninth Autumn Salon of Madrid where prominent Spanish intellectuals like Ernesto Giménez Caballero, Vicente Huidobro, and Federico García Lorca noticed her work. The three-by-three metre painting projects a surrealist world not unlike literary utopias of the early twentieth century. A world in the shape of a cube hangs suspended by angels in the sky. Female figures clad in dark dresses race down a staircase, reaching towards stars that serve as anchors for this small world. The image is equally precarious as it is carefully crafted. Santos painted the self-sufficient world with the same dark, muted palette as the cloudy blue sky. There, one can see into buildings as miniature humans go to work, play sports, and ride the steam train that snakes its way across each side of the cube. What lives do these people lead? What references to modern Spain can be found in this painting and similar works of literature? How might we recognize the contributions of women within this milieu?
Imagine fighting your way across dangerous terrain to finally enter The Library, a vast stronghold containing thousands upon thousands of priceless arcane tomes, each one filled with the world’s most valuable knowledge… and then imagine that you can’t look at any of the books. Most of them have no titles on their spines, the majority are identical copies of each other, and the only one you can read opens to a single page, containing a single paragraph of text that immediately sends you away on yet another quest.
The above description applies to any number of digital games, in which impressively beautiful libraries are common but functional ones are rare. Most in-game libraries exist as graphically interesting settings with little-to-no interactivity, and those with readable books or bookcases present only snippets of information, often limited to minor world lore, game hints, or easter eggs. Players rarely interact with an in-game library in a meaningful way, and more rarely still take any game actions that mimic or simulate the way libraries are used in real life. In short, libraries as a concept are underused by speculative game developers.
Fortunately, a small but growing sub-genre of games center on library-like mechanics, in which players spend most of their time collecting, organizing, and distributing or protecting information about the game world. In these games, players are not using an in-game library as much as they are creating and maintaining one, and can even be seen as embodying the library itself. Two recent examples are In Other Waters (2020), in which the player helps a xenobiologist explore, catalogue, and understand an alien ecosystem; and The Return of the Obra Dinn (2018), in which the player must extrapolate the names, positions, and ultimate fates of the crew and passengers of a missing merchant vessel, information they are responsible for reporting, or choosing not to report. These examples and others suggest the existence of a “library game,” in which the player’s interactive experience focuses on collecting, organizing, and distributing in-game information, regardless of whether a traditional library appears in the game at all. The library game makes use of the naturally archival structure of digital games, in which massive amounts of in-game information and content is organized and efficiently presented to players, and allows for game experiences focused on the aggregation and understanding of knowledge, as well as the player’s ethical responsibility as the curator of that knowledge. Ultimately, the library game is an appealing new direction for speculative game design, and is particularly effective when it positions the player not as a patron but as the librarian, or the library itself.
Obra Dinn logbook
Libraries in Speculative Digital Games
The relationship between libraries and games is less straightforward than it seems. An online search for the term “library games” often turns up libraries looking to add digital and analog games to their collections (Snyder Broussard 2012; Forsythe 2021; Haasio, Madge, and Harviainen 2021), or discussions about the difficulties of archiving and cataloging games for reference (Kaltman, Mason, and Wardrip-Fruin 2021; Sköld 2018; McDonald et al. 2021). In game development, a “game library” is a collection of code or assets intended for reuse, often as part of a larger framework or game engine (“GameDev Glossary: Library Vs Framework Vs Engine” 2015; Unity Technologies 2022). Additionally, game engines can be used as platforms for large-scale projects in citizen science such as Foldit (2008), an experimental puzzle game in which thousands of users folded protein structures and catalogued their results; or for the curation and dissemination of real-world information. The most famous of these is the Uncensored Library, a collection of banned reporting from countries without press freedoms that exists in a free-to-access Minecraft server (Maher 2020; Gerken 2020). Libraries also make for popular content for analog and other non-digital games, including Biblios (2007), Ex Libris (2017), Gutenberg (2021), and The Big Book of Madness (2015).
In addition to the above, there are a remarkable number of fictional libraries in digital games, especially those with speculative content. Libraries appear in games as varied as the action-horror game Bloodborne (2015), indie games Night in the Woods (2017) and Undertale (2015), classic platformers like Castlevania: Symphony of the Night (1997), action games like Assassin’s Creed Origins (2017) and Shadow of the Tomb Raider (2018), adventure games like The Longest Journey (1999) and Darkside Detective (2017), numerous role-playing games from Chronotrigger (1995) to Octopath Traveler (2018), nearly every game in the Final Fantasy series, most games in the Legend of Zelda series, and most major ongoing massively multiplayer role-playing games from World of Warcraft (2004) to Final Fantasy XIV (2014). Dungeons & Dragons’ Candlekeep Library appears in multiple digital games, mostly notably Baldur’s Gate (1998). An accurate recreation of the Boston Public Library appears in the post apocalyptic Fallout 4 (2015). Even Halo: Combat Evolved (2001), best known as a fast-paced multiplayer shooter, includes the infuriatingly difficult and famously reviled level “The Library” in its single-player campaign (Burford 2016). In short, libraries are so common in digital games that they are arguably harder to avoid than to seek out.
In-game libraries vary widely in both content and use. Games with fantasy settings often include a traditional book-and-scroll-laden library inhabited by scholars or spellcasters who provide information, share secrets, and send players on quests. In these non-technological spaces, books are valued as physical objects that can be retrieved, collected, or stolen, as with the lost tome that begins Cyrus’ story in Octopath Traveler (2018) or the numerous books that can be collected, read, and organized in the player’s home in The Elder Scrolls V: Skyrim (2011). In addition to physical libraries, science fiction games often also feature a digital archive that serves as either an extension of the player’s user interface or a technological macguffin that must be found, hidden, repaired, or destroyed. All three are present in Horizon Zero Dawn (2017), in which heroine Aloy uses a Focus, an information-gathering augmented reality device, to uncover the Zero Dawn project, both a digital archive and physical library space that originally protected the core knowledge of human civilization from an extinction-level event. Horror games commonly present libraries as ruined or abandoned spaces in which the player’s only goal is to survive, as with the Duke’s Archive in Dark Souls (2011). As with much popular media, games rarely make a distinction between libraries and archives (Buckley 2008), but both are prevalent in speculative digital games, regardless of whether they are appropriately labeled.
Despite their prevalence, most in-game libraries exist more as graphical backgrounds than truly interactable spaces. Generally, players can interact with only one or two plot-important books or with bookcases that provide a single relevant paragraph of information, as in Garregh Mach Library in Fire Emblem: Three Houses (2019). It is also common for a game’s books to be represented by a few duplicate art assets, as with the beautiful but heavily replicated piles of books in What Remains of Edith Finch (2017). Few games present libraries of a specific type: exceptions include the explicitly academic library that serves the students of the College of Winterhold in Skyrim (Lai 2022) and the rural, small-town library in Stardew Valley (Lai 2021). Even fewer games allow players to take library-like actions, such as checking out books or searching through the stacks for specific pieces of information.
“The computer” – a character unnamed save its technological form – is one of the most enduring characters of Star Trek, spanning multiple generations of hardware and software over a 250-year period ranging from Enterprise in the 2150s to Picard in 2399. The prominence of the computer as an information agent, and the repeated deployment of “the archive” as a mysterious space of potential discovery[1] has the effect of overshadowing a more familiar figure from our own era: the librarian. In this article, we take the librarian as the starting point for understanding the information landscape of Star Trek. What, in the universes of Star Trek, do librarians do, and how do those activities relate to the scope of librarianship in the real 21st century? We find the visible librarian pushed into a stereotyped corner, where a large swath of activities associated in particular with modern data librarians simply disappear from view. In this future landscape, it is as if data organizes itself – or at least, we are led to assume as much. We see the utopian embodiment of this process through Data, who both has access to these vast knowledge stores, and a positronic brain to deploy that data and interact with the world at a level where he is deemed sentient. But another form that data takes is “the computer”, which is narratively relegated to the background as a service worker, however complex that service may be upon closer interrogation. As one of the services computers perform, often hyper-invisibly, in the Star Trek universe is translation, we conclude with a case study of how translation depends not only on advanced computation, but an enormous amount of data – including cultural and linguistic information we might assume resists datafication. We pair examples from a few novels with a corpus of 774 Star Trek novels, using digital humanities text analysis methods to draw together those examples – much as one might do by calling upon the computer.
By Linna Fredström, Laura Pereira, Simon West, Andrew Merrie and Joost Vervoort
Examples from a small city in the middle of a Swedish forest
‘We live in capitalism. Its power seems inescapable. So did the divine right of kings. Any human power can be resisted and changed by human beings. Resistance and change often begin in art, and very often in our art, the art of words.’ Ursula K Le Guin
Intro and motivation for study
A growing body of research is calling for radical transformation of society to avoid catastrophic levels of climate change and create a more sustainable and just future (Adger et al., 2009; Westley et al., 2011; Kates, Travis and Wilbanks, 2012; Patterson et al., 2017; Fazey, Moug, et al., 2018). Such transformation will disrupt political and economic structures as well as knowledge and value systems, and require fundamentally changing “norms, values, and beliefs; rules and practices, such as laws, procedures, and customs; and the distribution and flow of power, authority, and resources” (Moore et al., 2014).
Many researchers studying such transformations are also acknowledging that their own role must change: rather than simply producing knowledge, they are beginning to actively participate in making knowledge actionable, with the explicit goal of enabling radical change (Cornell et al., 2013; Sala and Torchio, 2019; Fazey et al., 2020). In this new task, the social sciences can offer valuable insights on how to approach the value-laden and political dimensions of using science to bring about change (Wittmayer and Schäpke, 2014; Fazey, Schäpke, et al., 2018; Vervoort and Gupta, 2018; Woroniecki et al., 2019; Miller and Wyborn, 2020; Scoones et al., 2020; West et al., 2020). Critical social theory and critical perspectives in particular are believed to offer tools for sustainability transformation research (Death, 2014; Lövbrand et al., 2015; Stirling, 2015; Blythe et al., 2018). Critical social theory focuses on illuminating and challenging the power dynamics and hidden biases of science and knowledge itself. This focus on reflexive and critical perspectives is now gaining traction within the field of transformation toward sustainability. Conversely, researchers within the field of sustainability are reaching conclusions that point toward the need for critical theory. It’s becoming clear that to enable transformation to a more sustainable and just society we must be willing to challenge not only political and economic systems, but also the value and knowledge systems that brought us to this point in history (Stirling, 2015, 2019; Gottschlich and Bellina, 2017; Fazey et al., 2020).
Scenarios have become a frequently used approach to explore radically different futures and to identify transformative potential in the present (Pereira et al., 2019). As a tool, scenario development is versatile and allows for transdisciplinary exploration, combining scientific, local, practical, and emotional insights (Oteros-Rozas et al., 2015; Merrie et al., 2018; Pereira et al., 2018; Sweeney, 2018; Wangel et al., 2019). Scenario exercises in times of impending climate crisis can be a way to practice imagining the future, and through this practice to see potentialities in the here and now. We need new understandings of the world, new stories: alternatives to both climate catastrophe and naïve never-ending growth narratives. But how do we make space for such visions?
Beyond the Library as Utopia: Conditional Belonging, Representative Collections and Science Fiction Librarianship
Gina Bastone and Adriana Cásarez
Introduction
When we tell strangers or new acquaintances that we are librarians, we hear reactions like “Oh, how wonderful that you get to read books all day!” Sometimes, we might get the response, “You’re doing such important work. The public library changed my life as a kid!”
While we much prefer the latter response, both reflect a stereotype of libraries as utopian institutions necessary for a healthy democracy and immune from criticism. Some people even hold libraries in holy regard, comparing librarians to clergy with a vocational calling, as Fobazi Ettarh notes in her groundbreaking article on vocational awe.[1] For many readers and SF fans, the library is a sacred place where knowledge is preserved and where they have treasured memories of encountering their favorite books for the first time or discovering their favorite SF authors.
We share a love for books, particularly SF stories, but we have a realistic view of libraries beyond these utopian visions. Margaret Atwood discusses the paradoxical nature of a similar utopia/dystopia binary in her book, In Other Worlds: SF and the Human Imagination. She says, “[W]ithin each utopia, a concealed dystopia; within each dystopia a concealed utopia. …”[2] It is from this tension that we draw similarities in libraries. Our idealized values of unfettered, egalitarian access to information and strong nostalgia for the love of books have a shadow side, especially when interrogated around white supremacy and patriarchy.
In her article “Concealing White Supremacy through Fantasies of the Library: Economies of Affect at Work”, Michele R. Santamaria describes “The Library” as “a fantasy space that denies its role in white supremacy.”[3] Santamaria builds on Gina Schlesselman-Tarango’s work on the concept of cuteness and how it insidiously reinforces the status quo in libraries. Schlesselman-Tarango says,
“By promising safety through gesturing to a pre-technological past, books preclude exposure to and engagement with the nasty realities of contemporary society. Inasmuch as they are associated with books, libraries too might be understood to provide an outlet for this sentimental yearning. …”[4]
We see library nostalgia as a crucial underpinning to the romanticized utopian stereotype of libraries, yet Santamaria, Schlessleman-Tarango, and Ettarh all point to the dystopian shadow side of our shared profession. We will explore this further as we unpack our collecting philosophy.
Additionally, Santamaria’s use of “The Library” denotes a sense of institutional authority and is a direct reference to librarian, writer, and poet Jorge Luis Borges’ concept of the “library as a universe”.[5] In particular, Borges’ famous short story The Library of Babel comes to mind. The Library of Babel has dystopian elements, such as meaningless books that are never accessed, used, or even seen by the librarians doomed to wander its endless halls.[6] This Borgesian “library as universe” may seem the product of a dark fantasy far from the reality of working in libraries, but it is a helpful metaphor for challenging the equally unrealistic stereotypes underpinning library nostalgia and vocational awe.
It seems that the utopian imagination is trapped, like capitalism and industrialism and the human population, in a one-way future consisting only of growth. All I’m trying to do is figure out how to put a pig on the tracks.
Ursula K. Le Guin, “A Non-Euclidean View of California as a Cold Place to Be”
What happens when we combine TTRPGs, an artistic medium that often depends on the productive forces of failure, with utopianism, a ‘philosophy of hope’[1]that expresses the ‘desire for a better way of being’[2] but which has been undermined by its ties to the social and political failures of the 20th century?
TTRPGs often build their mechanical foundations on the bedrock tension between success and failure through action-resolution systems that some game studies scholars identify as one of ‘three key design areas […] relevant for all types of RPGs.’[3] Failure, for many players, makes the eventual successes that emerge through these improvisational stories all the sweeter. As Sarah Lynne Bowman remarks, ‘even players who enjoy various types of games for entertainment… locate their pleasure as rooted in the mental challenges necessary for success and the competitive gratification inherent to outwitting an opponent.’[4]
Utopianism, on the other hand, seems to have been undermined in the popular imagination due to its association with failure. In our current socio-political climate, ‘to call a political ideology or project “utopian” in this context was not only to signal that it was unrealistic or unrealizable,’ but also that utopianism as a whole is ‘irresponsibly and actively dangerous, an effort to exert political control over whole societies, freeze history, deny social complexity, and treat human beings as so much raw material for the fulfillment of grand philosophical visions.’[5] These visions were more often than not ‘the emanation of a single, individual will, a fantasy of total control.’[6] Remnants of a utopian desire persist, but have to contend with the bleak socio-political landscapes where they are often drowned out by the ‘empty din of globalized neoliberal capitalism’ and the general consensus within ‘mature capitalist liberal democracies’ that the ‘prospect of gradual progress under consensual, relatively depoliticized, liberal or social-democratic governance’ is the best path forward.[7] Because of its perceived failures, utopianism as a method of representing and bringing about concrete ‘replacement ideologies’[8] and ‘full-fledged alternative communities ready to supplant existing institutions’[9] has lost much of its foothold in the contemporary imagination, despite the urgent feeling that we need a better world now more than ever.
In spring 2020, amid the global COVID-19 pandemic and the reignited Black Lives Matter movement, institutions were being called on to respond to deeply ingrained structural racism. Media organizations drafted commitments towards building more equitable and inclusive spaces for both creators and audiences. Dungeons and Dragons (D&D)publisher Wizards of the Coast (WotC) issued their version of a commitment to anti-racism on June 17, 2020. The announcement, ‘Diversity in Dungeons and Dragons’[1] led to varied responses online, from praise and excitement for the coming changes[2], to warnings that WotC risks harming its product and alienating ‘true players’ to appease the current social conflict[3]. The responses illustrate a familiar tension within ‘geek culture’ and gaming communities, marred by racist gatekeeping, and yearning for an imagined past[4] where social and cultural diversity are conversations for ‘the real world’ and the fantasy worlds of games and play are for escape.[5]
Some players appealed to their agency to adapt and extend official rules (‘homebrew’) to create the fantasy worlds they want to play in, partly, as some have suggested, to distance themselves from the conversation regarding diversity in D&D[6]. Yet as well as the risk of foreclosing diversity, homebrew content can allow players to develop characters and worlds in ways not offered by D&D’s standard rules[7], an opportunity which for marginalized individuals allows for a kind of visibility and player agency still rarely seen in mainstream media, and going substantially further than the changes made by WotC so far. While some responses to WotC’s commitment to diversity suggest a player’s relationship to homebrew content insulates them from shifts towards more inclusive content, I argue the practice of developing homebrew content positions players as active participants in D&D’s political and cultural economy, and that they are therefore affected by similar tensions around diversity and inclusion that WotC has committed to addressing.
Roleplaying game scholarship has focused on the history of racism in D&D‘s commercial content and other RPG products[8] or on the experiences of players during gameplay[9]. In her examination of gamers with marginalized identities, Adrienne Shaw argues ‘representation is part of a process of meaning making, but textual analyses tend to focus on the finished product’[10] and proposes that more attention should be paid to representation within play practices. Tanner Higgin urges that research about racism in representation must turn its focus toward the industry that produces content rather than only documenting and evaluating practices of racial representation.[11] Antero Garcia similarly argues that games ‘cannot be studied as if [they] are isolated from the cultures that influence them or in which they are embedded.’[12] Yet there is a paucity of research that addresses the community of homebrew creators despite their crucial role in the development of D&D content and culture.
I situate this research between well-developed feminist game studies scholarship which critiques the long-standing tradition of white cishetero patriarchy[13], and critical fan studies scholarship engaged with unpacking racism and marginalization in fan spaces and cultural production,[14], to examine the vast community of D&D players that tell stories based on rules in a book, extending those rules to create sprawling social cultural fantasy worlds.
I begin by framing the discussion within broader contexts of racism in the fantasy genre, and within D&D specifically, through the case study example of Arcanist Press’ Ancestry & Culture: An Alternative to Race in 5e (A&C). While A&C is by no means the only homebrew publication that responds to social issues in D&D in this way, it has been chosen as a relatively recent and popular example — at the time of writing, it is listed fifth among the most popular titles on DriveThruRPG with the ‘Dungeons and Dragons’ tag.
Homebrew is distinctly part of tabletop roleplaying games, and has long been an encouraged practice in D&D. Where video game modding and writing fanfiction have at times been clouded by conversations about authorial control and copyright infringement[15], homebrewing elements of your D&D game is part of creating new and different worlds to play and tell stories in. The Player’s Handbook and Dungeon Master’s Guide, official rulebooks published by WotC,both include caveats that the rules are guidelinesmeant to give your game a sense of structure and balance. With the release of the third edition, WotC went further, encouraging third-party publishers to create content based on D&D‘s ruleset using their Open Gaming License (OGL)[16]. This is distinctly different from players deciding among their friends at the table to adopt certain ‘house rules’ or abandon published rules that don’t fit with their home game. The System Reference Document offers D&D players foundations that they can develop into their own commercial D&D products. WotC makes space for the active homebrew community through their partnership with OneBookShelf on the homebrew marketplace Dungeon Masters Guild, and the Guild Adept program. Homebrew is not only encouraged as a legitimate way to engage with D&D products, but includes a significant proportion of the D&D player community. Therefore, while WotC’s diversity statement addresses the changes they’re making to their commercially available products, this only goes part of the way in addressing discourses of harm and marginalization in the D&D player community. By examining homebrew content as a legitimate extension of D&D’s transmediated franchise, and by positioning creators within the wider D&D labour economy, we are better able to examine discourses surrounding inclusion and diversity in the D&D player community.
In a shareholder ‘fireside chat’ with Hasbro CEO Chris Cocks (former president of Wizards of the Coast from 2016-2022), and Cynthia Williams, the current CEO and president of WotC, both parties outlined Wizards’ four-quadrant strategy for investment growth with D&D: offering blockbuster entertainment, AAA high-end gaming, products for tabletop gamers, and products for the more casual fan.[1] Williams begins her response about Dungeons and Dragons by saying, ‘D&D has never been more popular, and we have really great fans and incredible engagement, but the first thing I saw with it is the brand is really under monetized.’[2] From their new acquisition of D&D Beyond giving them market insights into personal games,[3] to creating an environment which encourages ‘recurrent spending,’ much like paid DLCs and pay-to-play models of digital games,[4] Wizards is working towards taking advantage of D&D’s 50-year legacy but also its position as ‘a cultural phenomenon right now.’[5] By ‘engaging and surrounding the consumer’[6] with game products, entertainment media, and personal accessories and collectables, Wizards is building a unified lifestyle brand, under the codename One D&D. Wizards has already seen the success of D&D becoming a ‘generic trademark,’ where Dungeons and Dragons has colloquially become the shorthand or stand-in for the genre of tabletop roleplaying games. With more brand recognition than their most profitable property, Magic: The Gathering,[7] Wizards is working to expand beyond manufacturing simply TTRPG ‘products,’ and instead capitalize on fandom in all its forms – from film and video games to actual play performances[8] and lifestyle accessories.
While the shareholder seminar focused on how to increase spending opportunities for consumers to increase profits, WotC’s outward facing PR has instead – since at least 2014 – marketed the D&D lifestyle as a community, one which sees Wizards’ products as secondary to fostering a community of players and game masters (GMs). In the opening pages of the 5th Edition Player’s Handbook, Mike Mearls writes, ‘Above all else, D&D is yours.’[9] After the recent controversy with proposed replacement of the Open Gaming License (OGL), Kyle Brink echoed a more sheepish form of this sentiment, saying, regardless of whether the community trusts Wizards again or not, “either way, play your game with your friends. You don’t need to have [Wizards] at the table if you don’t want to. You know, your game is for you. We’ll make stuff for it, and if you want it, we’ll be over here making it. You can come get it. But, honestly, we should not be messing up your game. You should be playing your game.’[10] Statements put out by Wizards, Dungeons and Dragons, and D&D Beyond often invoke the community, while often simultaneously diminishing their own role in shaping that community. Wizards of the Coast (WotC) is actively and aggressively working towards, not just strengthening Dungeons and Dragons as a brand, but more importantly, pushing towards greater monetization of Dungeons and Dragons as a lifestyle. The first part of my work in this chapter is an analysis of published game materials, public statements, and recent events since Wizards of the Coast’s commitment to diversity in 2020.
Ultimately, this work aims to uncover what benefits are afforded to Wizards as a result of their push towards diversity and inclusion as part of rebranding and how this commitment allows greater control over reconciling D&D’s problematic history with monetization plans for the future. This reconciliation, tied with a unification and tightening of the ‘community’ of D&D fans, works more towards the security of D&D’s brand than as a platform for political progressivism. While there should not be any expectation for social change emerging out of a multi-million dollar corporation, the importance of my chapter’s intervention is to demonstrate how Wizards has used the language of social justice and progressivism to create an appearance of a utopian D&D community. My focus in analyzing WotC and D&D is not whether WotC’s revisions of game materials to move away from their racist, sexist, and ableist origins are beneficial to the brand. Rather, I investigate whether these utopian moves are demonstrably present in D&D products, in WotC as a workplace, and in the types of social relationships the game promotes.
How Jennifer Walshe is Reinventing the Music of the Past and Reclaiming the Music of the Future
By Paul March-Russell
One of the highlights of the 2022 Proms season was the London premiere of The Site of an Investigation (2018) by the Irish avant-garde composer Jennifer Walshe. This thirty-three minute piece in twenty-six sections offered a synopsis of Walshe’s preoccupations. Walshe herself, sounding like a cross between Laurie Anderson and Diamanda Galas, took the role of soloist, offering an elegiac commentary upon such topics as the race to Mars, the threat to the oceans and the prospect of digital immortality. The orchestra, largely acting as the symphonic backdrop to Walshe’s fragmented monologue, were further inveigled into the proceedings by waving party streamers, building and demolishing a tower of bricks, and wrapping a four-foot high giraffe in crinkly paper. Both the absurdity and incoherence of the piece, culled from an array of internet sources, recalled ‘the blip culture bombardment’ of the mediascape in Don DeLillo’s White Noise (1985).[1]
Jennifer Walshe/Arditti Quartet, EVERYTHING IS IMPORTANT (2019). Credit: IMD 2016/Daniel Pufe
Exactly a hundred years since the first composition of Kurt Schwitters’s sound poem Ursonate (1922-32), a text that Walshe cites as an inspiration,[2] such anti-art performances can still drive audiences either to delight or despair. In Walshe’s case, however, The Site of an Investigation is only an adjunct to her two main projects in recent years. The first, Aisteach, archives an alternate history of an Irish musical avant-garde that never existed, presenting original sound recordings and learned academic discussion. The second, The Text Score Dataset 1.0, involves the compilation of over 3000 text scores with which to retrain machine learning algorithms so that new scores can be generated by AI. This article offers an introduction to these two projects from the perspective of Walshe’s acknowledged debts to science fiction. The final section presents a speculative synthesis since, at the time of writing, Walshe has not linked the two projects together. But what if Aisteach was included as part of the dataset? What kind of future music emerges from an invented set of past sounds? How might we reclaim the future as well as the past? Could we obviate that ‘slow cancellation of the future’ as described by Mark Fisher and others?[3]
In the tabletop roleplaying game The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon (hereafter The Treasure), players enter the game’s imagined world, a dungeon, knowing that the ‘treasure’ they seek by playing the game is impossible to acquire. The game cannot be won, only perhaps eventually abandoned. It may seem counterintuitive to discuss utopia in a game that announces from the beginning that its systems and structures are permanent, and that any attempt to escape them is ultimately futile. However, it is through this surrender to the process that players learn the lessons of continued hope, perseverance, and community that serve as a foundation for much of contemporary utopian thinking. For these reasons, in this chapter I describe The Treasure as a utopia, while also recognising that it may appear dystopian.
The Treasure can be understood as a process for utopia that, through play, invites the players to build their own counternarratives about what is valuable in the world they enter into, and also work together to change that world, even knowing that practically they will never ‘win’ the game. It is necessary to adapt an in-flux knowledge of utopia through a queer and feminist understanding of a future that will never reconcile the painful past. If the players cannot escape the dungeon, then the focus shifts to developing their characters’ relationships through roleplaying. The absurdity of the players’ situation, the cycle of endless dungeon rooms, and the descriptions of characters and rooms, encourage a sense of camaraderie and community. In this sense, the game reflects the structure of utopian hope. For the players, the importance lies in fighting the cycle even when the outcome may never change for, as the game states in the world description, ‘We will never escape this dungeon. We will always try to escape this dungeon.’[1] It is possible to work towards utopia while being pragmatic in the knowledge that a perfect future does not exist. In the rest of this chapter, I examine the function of archetypal characters, the utopian dimensions of the players’ roleplaying, and how the game mobilises themes of pragmatism in relation to its feminist and queer utopian ideals.
Utopia is a complex term, and how different pieces of media create and present utopia varies wildly. For this chapter, I approach utopia as a practice stemming from discontent that arises from problems in the present, and exploration of possible futures where these problems are solved or nonexistent. Later in this chapter, I will explore how this vision of utopia shifts into focus through a queer and feminist lens. As suggested by Lucy Sargisson’s Fool’s Gold?: Utopianism in the Twenty-First Century (2012)and Erin McKenna’s The Task of Utopia: A Pragmatist and Feminist Perspective (2001), utopia can present visions of a future in which deeply entrenched social, economic and political problems are resolved or transformed. Sargisson writes that utopia is working towards ‘identifying core problems with today […] and placing them in a new imaginary context. They thus imagine how the world might be if the core “wrongs” identified by the author were transformed.’[2] McKenna explores utopia in relation to the philosophical tradition of pragmatism, and also emphasizes the centrality of hope in interacting with utopian ideals: ‘Utopian visions are visions of hope that can challenge us to explore a range of possible human conditions.’[3]
Utopia is ostensibly where problems are fixed. The creation of a completely separate and carefully integrated fantasy world has often been central to utopian thinking; and not just that it is separate, but that it is totalising. Fredric Jameson describes the movement away from causal utopias as either obsolete due to an inability to solve any and all social disintegration or due to the unparalleled global wealth and technology; however he argues using utopia as an idea to examine politics is still useful.[4] Thomas Moylan in Demand the Impossible similarly describes this developing idea of utopia as imperfect and rejects utopia as blueprint, he describes utopia as ‘[f]igures of hope’ through opposition where utopia is ‘produced through the fantasizing powers of the imagination, utopia opposes the affirmative culture maintained by dominant ideology’.[5] The completely separate utopian world — with readily available solutions for all the problems it seeks to overcome — has fallen out of favor. As Sargisson writes, ‘Most contemporary utopias tend not to offer visions of complete worlds. And most contemporary utopias avoid depicting a single solution; they decline to offer one complete and finished vision of the good life.’[6] In contemporary society, where political, religious, social, and environmental issues have remained at least as divisive as they have been historically, the idea of a perfect utopia that solves all the major conflicts of our current society seems impractical. The Treasure is fundamentally focused on creation and exploration, while providing enough character descriptions to spurn new identity formation without homogenising identity experiences. For example, there is no perfect solution to climate change, and scientific consensus on its causes has not translated to broad political and public agreement, but this does not preclude the struggle for environmental justice. So progress must be made in a more improvisatory, patchwork way. Similarly, contemporary utopias usually don’t try to articulate one single vision of society that is so compelling nobody could refuse it.